Hi all, Ive kinda new to this so bear with me as I learn on the fly. Im stuck & needed some help from u masters...
Basically I've made a map with 2 regions of water & 1 region of lava, I also set up 5 different lighting frequency that will run repeat forever, (sunrise > daylight > sunset > night > pitchblack) and I had the lighting set trigger run while rising/lowering water state, as if its sunrise, the water would rise, then any units on the beach would have a buff either damage or slowed, as in lava its heavy lava damage.
I've check few posts here & official blizzard site & found few methods of doing this, I even tried to study the TTosh01.map but Im not getting how these booleans really work. Anyways, the other trigger tutorials also require uses of much variables, which majority of them reasons are to create a timer window, which I actually dont want a timer window. I just want the lighting sets repeat while rise/lower water states, & during water rise depend on which region it'll give a different damage/buff. I dont need all the other fancy stuff like sound warning, or camera shaking, or UI display text warning, or a timer window telling when will water rise or fall, I wanna keep it realistic, & let the player discover on their own if their unit run around lava or during water rise it damages their units.
So I tried to make my own instead of just copy & paste others which all had a timer window variables & booleans, I wonder is it possible to do it without setting up a timer window at all... below is what I did, I get lights to change & water to rise/lower, but it wont detect the picked unit & do any damage... below is how my trigger looks like. I'd appreciate if any of u masters can guide me a bit on what to do.
1. I highly doubt you've attached your regions to a unit, which is how you check your water/lava height. This causes the result of the check to be null or 0.
2. If you are attaching your regions to a unit (which you don't want to do is this kind of case), you never change the height of the unit, resulting in all your checks failing.
What can you do to fix this:
First, get rid of the condition on your check triggers.
Then you have one of two choices
1. (the stupid way, because your region then centers around it.) Actually attach your region to a unit, and modify it's height as well as the water level. You'd want an invisible unit
2. Use a global variable (real) for each type of water/lava. Set it to the base height of the water/lava, when you change the height of the water/lava set the variable to the new height. When you check for units in region, just see if they are higher than the variable for the water/lava of that region.
Hey. Your post had quite much text so I got lost with it. Anyway, I will try to help you. I'll post a trigger from my map that has rising lava + lava damage.
You need the boolean because it sets lava damage on/off. "Boolean" is variable that has true / false options. So create a new variable and set it type to boolean.
You dont need the timer window. The important part is to check the ground height and set lava damage behavior on.
On your lava damage trigger you are checking ground height twice. Better to cut this on two different triggers.
I'm not entirely clear what you're up to here, but I don't think that you need to do this ground height stuff. I would just use some global variables to track the state of your water/lava and then check those variables when you're running the trigger.
Calling something stupid (over and over) is really rude, especially in response to someone's first post. Regardless of the wisdom of the OP's approach, there's just no call for that. We want to build our community, and that does exactly the opposite.
True bashing is bad on my part. However for the record I don't think he did it at all. I betting you when he did that condition, he thought that when unit entered a region, they attached themselves to it, hence the condition, now i could be wrong on that aspect.
Hi all, Ive kinda new to this so bear with me as I learn on the fly. Im stuck & needed some help from u masters...
Basically I've made a map with 2 regions of water & 1 region of lava, I also set up 5 different lighting frequency that will run repeat forever, (sunrise > daylight > sunset > night > pitchblack) and I had the lighting set trigger run while rising/lowering water state, as if its sunrise, the water would rise, then any units on the beach would have a buff either damage or slowed, as in lava its heavy lava damage. I've check few posts here & official blizzard site & found few methods of doing this, I even tried to study the TTosh01.map but Im not getting how these booleans really work. Anyways, the other trigger tutorials also require uses of much variables, which majority of them reasons are to create a timer window, which I actually dont want a timer window. I just want the lighting sets repeat while rise/lower water states, & during water rise depend on which region it'll give a different damage/buff. I dont need all the other fancy stuff like sound warning, or camera shaking, or UI display text warning, or a timer window telling when will water rise or fall, I wanna keep it realistic, & let the player discover on their own if their unit run around lava or during water rise it damages their units.
So I tried to make my own instead of just copy & paste others which all had a timer window variables & booleans, I wonder is it possible to do it without setting up a timer window at all... below is what I did, I get lights to change & water to rise/lower, but it wont detect the picked unit & do any damage... below is how my trigger looks like. I'd appreciate if any of u masters can guide me a bit on what to do.
http://s24.postimg.org/llol1gc6d/Trigger_Lights_Cycles.png
http://s24.postimg.org/dp43t80px/Trigger_Lava1.png
http://s24.postimg.org/r7b05icv9/Trigger_Water1.png
http://s24.postimg.org/9ij9dw145/Trigger_Water2.png
It's not working for a few reasons
1. I highly doubt you've attached your regions to a unit, which is how you check your water/lava height. This causes the result of the check to be null or 0.
2. If you are attaching your regions to a unit (which you don't want to do is this kind of case), you never change the height of the unit, resulting in all your checks failing.
What can you do to fix this:
First, get rid of the condition on your check triggers.
Then you have one of two choices
1. (the stupid way, because your region then centers around it.) Actually attach your region to a unit, and modify it's height as well as the water level. You'd want an invisible unit
2. Use a global variable (real) for each type of water/lava. Set it to the base height of the water/lava, when you change the height of the water/lava set the variable to the new height. When you check for units in region, just see if they are higher than the variable for the water/lava of that region.
Still alive and kicking, just busy.
My guide to the trigger editor (still a work in progress)
Hey. Your post had quite much text so I got lost with it. Anyway, I will try to help you. I'll post a trigger from my map that has rising lava + lava damage.
You need the boolean because it sets lava damage on/off. "Boolean" is variable that has true / false options. So create a new variable and set it type to boolean.
You dont need the timer window. The important part is to check the ground height and set lava damage behavior on.
On your lava damage trigger you are checking ground height twice. Better to cut this on two different triggers.
I'm not entirely clear what you're up to here, but I don't think that you need to do this ground height stuff. I would just use some global variables to track the state of your water/lava and then check those variables when you're running the trigger.
@willuwontu: Go
Calling something stupid (over and over) is really rude, especially in response to someone's first post. Regardless of the wisdom of the OP's approach, there's just no call for that. We want to build our community, and that does exactly the opposite.
@LucidIguana: Go
True bashing is bad on my part. However for the record I don't think he did it at all. I betting you when he did that condition, he thought that when unit entered a region, they attached themselves to it, hence the condition, now i could be wrong on that aspect.
Still alive and kicking, just busy.
My guide to the trigger editor (still a work in progress)